package bing.utils
{
      
       import flash.display.BitmapData;
       import flash.display.BlendMode;
       import flash.display.DisplayObject;
       import flash.display.Sprite;
      
       import flash.geom.ColorTransform;
       import flash.geom.Matrix;
       import flash.geom.Point;
       import flash.geom.Rectangle;
      
       public class HitTest
       {

            public static function complexHitTestObject( target1:DisplayObject, target2:DisplayObject,   accurracy:Number = 1 ):Boolean
            {
                     return complexIntersectionRectangle( target1, target2, accurracy ).width != 0;
            }
            
            public static function intersectionRectangle( target1:DisplayObject, target2:DisplayObject ):Rectangle
            {
                     // If either of the items don't have a reference to stage, then they are not in a display list
                     // or if a simple hitTestObject is false, they cannot be intersecting.
                     if( !target1.root || !target2.root || !target1.hitTestObject( target2 ) ) return new Rectangle();
                     
                     // Get the bounds of each DisplayObject.
                     var bounds1:Rectangle = target1.getBounds( target1.root );
                     var bounds2:Rectangle = target2.getBounds( target2.root );
                     
                     // Determine test area boundaries.
                     var intersection:Rectangle = new Rectangle();
                     intersection.x = Math.max( bounds1.x, bounds2.x );
                     intersection.y = Math.max( bounds1.y, bounds2.y );
                     intersection.width    = Math.min( ( bounds1.x + bounds1.width ) - intersection.x, ( bounds2.x + bounds2.width ) - intersection.x );
                     intersection.height = Math.min( ( bounds1.y + bounds1.height ) - intersection.y, ( bounds2.y + bounds2.height ) - intersection.y );
            
                     return intersection;
            }
            
            public static function complexIntersectionRectangle( target1:DisplayObject, target2:DisplayObject, accurracy:Number = 1 ):Rectangle
            {                   
                     if( accurracy <= 0 ) throw new Error( "ArgumentError: Error #5001: Invalid value for accurracy", 5001 );
                     
                     // If a simple hitTestObject is false, they cannot be intersecting.
                     if( !target1.hitTestObject( target2 ) ) return new Rectangle();
                     
                     var hitRectangle:Rectangle = intersectionRectangle( target1, target2 );
                     // If their boundaries are no interesecting, they cannot be intersecting.
                     if( hitRectangle.width * accurracy <1 || hitRectangle.height * accurracy <1 ) return new Rectangle();
                     
                     var bitmapData:BitmapData = new BitmapData( hitRectangle.width * accurracy, hitRectangle.height * accurracy, false, 0x000000 ); 

                     // Draw the first target.
                     bitmapData.draw( target1, HitTest.getDrawMatrix( target1, hitRectangle, accurracy ), new ColorTransform( 1, 1, 1, 1, 255, -255, -255, 255 ) );
                     // Overlay the second target.
                     bitmapData.draw( target2, HitTest.getDrawMatrix( target2, hitRectangle, accurracy ), new ColorTransform( 1, 1, 1, 1, 255, 255, 255, 255 ), BlendMode.DIFFERENCE );
                     
                     // Find the intersection.
                     var intersection:Rectangle = bitmapData.getColorBoundsRect( 0xFFFFFFFF,0xFF00FFFF );
                     
                     bitmapData.dispose();
                     
                     // Alter width and positions to compensate for accurracy
                     if( accurracy != 1 )
                     {
                               intersection.x /= accurracy;
                               intersection.y /= accurracy;
                               intersection.width /= accurracy;
                               intersection.height /= accurracy;
                     }
                     
                     intersection.x += hitRectangle.x;
                     intersection.y += hitRectangle.y;
                     
                     return intersection;
            }
            
            
            protected static function getDrawMatrix( target:DisplayObject, hitRectangle:Rectangle, accurracy:Number ):Matrix
            {
                     var localToGlobal:Point;;
                     var matrix:Matrix;
                     
                     var rootConcatenatedMatrix:Matrix = target.root.transform.concatenatedMatrix;
                     
                     localToGlobal = target.localToGlobal( new Point( ) );
                     matrix = target.transform.concatenatedMatrix;
                     matrix.tx = localToGlobal.x - hitRectangle.x;
                     matrix.ty = localToGlobal.y - hitRectangle.y;
                     
                     matrix.a = matrix.a / rootConcatenatedMatrix.a;
                     matrix.d = matrix.d / rootConcatenatedMatrix.d;
                     if( accurracy != 1 ) matrix.scale( accurracy, accurracy );

                     return matrix;
            }

       }

} 

